b486678290
Library -Artifacts
86 lines
2.3 KiB
C#
86 lines
2.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.Timeline;
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using Object = UnityEngine.Object;
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namespace UnityEditor.Timeline
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{
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/// <summary>
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/// Disposable scope object used to collect multiple items for Undo.
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/// Automatically filters out duplicates
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/// </summary>
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struct UndoScope : IDisposable
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{
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private static readonly HashSet<UnityEngine.Object> s_ObjectsToUndo = new HashSet<Object>();
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private string m_Name;
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public UndoScope(string name)
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{
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m_Name = name;
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}
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public void Dispose()
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{
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ApplyUndo(m_Name);
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}
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public void AddObject(UnityEngine.Object asset)
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{
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if (asset != null)
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s_ObjectsToUndo.Add(asset);
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}
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public void AddClip(TimelineClip clip, bool includeAsset)
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{
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if (clip != null && clip.GetParentTrack() != null)
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s_ObjectsToUndo.Add(clip.GetParentTrack());
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if (includeAsset && clip != null && clip.asset != null)
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s_ObjectsToUndo.Add(clip.asset);
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}
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public void Add(IEnumerable<TrackAsset> tracks)
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{
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if (tracks == null)
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return;
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foreach (var track in tracks)
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AddObject(track);
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}
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public void Add(IEnumerable<TimelineClip> clips, bool includeAssets)
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{
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if (clips == null)
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return;
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foreach (var clip in clips)
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{
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AddClip(clip, includeAssets);
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}
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}
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public void Add(IEnumerable<IMarker> markers)
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{
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if (markers == null)
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return;
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foreach (var marker in markers)
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{
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if (marker is Object o)
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AddObject(o);
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else if (marker != null)
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AddObject(marker.parent);
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}
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}
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private static void ApplyUndo(string name)
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{
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if (s_ObjectsToUndo.Count == 1)
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TimelineUndo.PushUndo(s_ObjectsToUndo.First(), name);
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else if (s_ObjectsToUndo.Count > 1)
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TimelineUndo.PushUndo(s_ObjectsToUndo.ToArray(), name);
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s_ObjectsToUndo.Clear();
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}
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}
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}
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